09-19-2013, 03:37 PM | #2476 |
Confident in the present
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xfd I still got out Whirlwind most of the games (3 of them, I think?), which is why the 3 matters. Opening hand too! Pre-banlist, getting whirlwind was a somewhat rare occasion, and if it was MST'ed, then too bad for you. That one time I had Whirlwind out, I think I got out, what, 4 decent synchros with most of their effects intact? Again, not likely pre-banlist.
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09-19-2013, 03:48 PM | #2477 | |
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Quote:
Blackwings have nothing but up now. Having more than one Whirlwind on the field is usually GG for the other guy. It basically allows you to keep as many Kaluts as you need in hand. Plus any other cards for field advantage(Gale, Bora, Zephryos etc.)
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09-19-2013, 03:55 PM | #2478 | |
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Quote:
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09-19-2013, 06:18 PM | #2479 |
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How to defeat Infernity:
Part 1: Summon Gungnir Part 2: Use Gungnir's eff to discard two Marksmen Part 3: Destroy four cards Part 4: ??? Part 5: PROFIT! Spoiler: show This took three turns, and I beat him. Not too shabby for one of my first duels with Merlantean Barriers.
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09-20-2013, 03:25 PM | #2480 |
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Infernity's proven pretty tough for me to beat in these upper (mid) levels of play. The people who run Infernity that I encounter now are competent players using well-oiled netdecks that allow them to take between fifteen and twenty-five actions in a single turn, each turn, and usually thus enabling them to win by the conclusion of their third turn's Battle Phase. If I get my "god hand" against Infernity, then I'm okay, but that rarely happens. What really proves problematic for my deck with the Infernity decks is that they're very good at getting out suicidal field cleansers (like Black Rose Dragon) and then shrugging off the sacrifices as though they were nothing, returning to the field right as rain some two or three plays later. But I guess what I hate most about them is that their chains are so infernally long! >_< If it were a seven-step combo, fine, but it's like some bullshit twenty-five step combo we both have to sit through just to get out two Synchros and an XYZ in the end! Ugh! Why couldn't the archetype just fucking cut to the chase and accomplish what it accomplishes but in three turns instead of twenty-three? Ridiculous.
That stated, bit by bit I'm rising in the ranks. I've got 30 wins over losses now in Singles, and while I haven't risked a Match game over the past few days, it's still sitting nicely at 28 and 0. Apparently I've played enough Singles games at this point that my calculated ranking puts me in the 1600s. I don't expect that will last long -- the last time I reported being in the 1600s I fell to the 1900s the very next day without playing a single game in between -- but it is kinda neat to see how close I can get to Doppel. (He's at 1488 right now; I'm at 1623. Close!)
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09-20-2013, 04:38 PM | #2481 |
我が名は勇者王!
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Infernity is a deck that, like Dark World, is incredibly powerful in the Singles, but are easily debilitated by sides. And unlike Dark Worlds of old, Infernity still falls to its great deck killers. It's ironic how different the two decks are given these shared weaknesses because Infernity is famous for being inconsistent, while Dark Worlds super consistent.
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09-20-2013, 04:41 PM | #2482 |
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Dark World is so much easier to play than Infernity. Infernity is crippled by the fact that you MUST have an empty hand in order for it to reach full power. And if you don't? You're running a severely sub par deck. Dark World can run so many more different cards and different strategies. Well, except offensive ones, but that's not the point.
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09-20-2013, 05:19 PM | #2483 |
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>Infernity
Have you guys seen the Phantom Hand card? From what I understand it's not really run that much in Infernity. Which is... Odd. |
09-20-2013, 06:15 PM | #2484 |
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You generally don't want to banish potentially useful cards and keep them out of reach for several turns. I'd use it in my own deck...but it requires an Infernity monster. :/
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09-20-2013, 06:24 PM | #2485 |
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But it's not for several turns- You get the hand back on the standby phase of your next turn, so you can just play cards in your main phase, banish your hand, do your Infernity effects, and then repeat next turn.
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09-20-2013, 06:26 PM | #2486 |
Barghest Barghest Barghe-
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It's called MST.
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09-20-2013, 06:29 PM | #2487 | |
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MST doesn't stop the cards from coming back when banished by Phantom Hand. There's a ruling connected to it.
Quote:
It's an interesting idea, but it's very impractical.
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09-20-2013, 11:51 PM | #2488 |
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So, as far as consistency goes, what's the highest on the scale? Dark World? Also, anyone up for a Duel?
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09-21-2013, 10:33 AM | #2490 |
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Most consistent now, or ever?
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09-21-2013, 03:49 PM | #2491 |
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I would agree, but there isn't much they can do with that consistency. It generally takes a lot of effort even to get a Rank 7 XYZ on the field. Fire Fist is just about the same, if not a little bit less, but it can do so much more without losing consistency. The same can't be said for machines.
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09-21-2013, 04:00 PM | #2492 |
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If Machines are as consistent as Fire Fist, then Machines aren't very consistent. I can pretty confidently say this as a Fire Fist user. ^^; Consistent is Doppel's Stardust Stun. My deck, on the other hand, has wildly different opening hands which lead to wildly different games. Sometimes I have nothing but creatures. Sometimes I have nothing but spells and traps. Sometimes I have a mix of spells, traps, and creatures but no way to shield myself. Other times I have ample ways to delay the enemy (e.g. two Mirror Forces, a Magic Cylinder, and two MSTs) but no way to launch an attack. Its semi-chaotic nature is both blessing and curse, but consistent it is decidedly not.
Unless we want to ask "Is it consistent at destroying UU decks?", in which case yes, yes it is. But against OU or Ubers decks, nyyyyyyyyyyo.
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09-22-2013, 12:11 AM | #2493 |
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Yeah, I have to agree with Talon. I think the consistency of a deck is greatly related to the deck's draw and search power, as that is probably the most obvious manifestation of the true measure of a deck's consistency- That is, how many possible ways there are to start it's major play.
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09-23-2013, 03:21 PM | #2494 |
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So, some of the Legacy of the Valiant cards have been released, at what point I have no idea but I just saw it now. Apparently there is a "Shinra" archetype.
Which has to do with plants. *shot* Anyways, here is the cards: Shinra no Mibari Peas Spoiler: show Shinra no Senju Regia Spoiler: show Ghostrick Mary Spoiler: show Bujin Arasuda Spoiler: show Gravekeeper's Saniwa Spoiler: show Number 39: Utopia Roots Spoiler: show Rank-Down-Magic Numeron Fall Spoiler: show Xyz Shift Spoiler: show |
09-23-2013, 03:38 PM | #2495 |
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None of those cards excite me. The only one I really have any feelings on right now is the Gravekeeper card, Gravekeeper's Saniwa, which seems to be offering Gravekeeper decks some much needed (in their opinion) / highly inappropriate and unbalanced (in every other deck's opinions) muscle in the mid-late to late game. It gives them the option to convert three of their weenies into one massive beatstick with 4000+ ATK AND/OR to shrink all of your guys' ATK and DEF by 2000. (Never mind the destroying set creatures, which is just an added bonus.) But yeah, not a single one of those cards excites me or makes me want to play more YGO.
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09-23-2013, 04:01 PM | #2496 |
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I do have to say that the "Shinra" archetype at the moment looks bad, both in a gameplay(they seems like a slower more gimmicky version of Lightsworns) and in design. The new Ghosttrick does look really nice though, I'm sure swampy will like her. Why does Konami have such a hard-on for Bujins? If they keep adding in cards like this guy we might see "Exodia Bujins" coming soon cause god-damn if this archetype doesn't thin out the deck. XYZ shift looked cool and then I realized that its honestly pretty terrible. The only pairing I can think of at the moment that could use this is the Battlin' Boxer duo(not a good idea) and a switch between Hieratic Sun Dragon and Thunder End Dragon(which actually isn't bad at all. Constellars...can't really. But Evilswarms can to a point, which is interesting....Utopia Roots looks gimmicky but REALLY fun if you can use it right.
Gravekeeper's Saniwa is the most exciting card though for me. Gravekeeper's however don't tend to float that way though. They tend to use only 1 or 2 monsters and loop around Necorvalley, from what I've heard, and Saniwa doesn't have anything to do with Necrovalley, which is kind of sad. It will give a huge boost in power but I'm not sure whether its worth it or not. I may try the archetype out and see what happens though.
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09-23-2013, 05:58 PM | #2497 |
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...with the release of the new bujin, I don't think the other main bujin is necessary anymore. May still run him at 1. Will see.
Mary is a great card for Ghostricks. Will have to put her in when I eventually make the team.
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09-23-2013, 06:57 PM | #2498 |
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Yeah, Gravekeeper is one of the archetypes I've been studying for making a deck for a while, and so I saw Saniwa earlier, but... He doesn't really excite me. Gravekeepers isn't really a swarming deck, which would be the kind of deck Saniwa would be ideal for. It's much more about locking down graveyard-related strategies and finding ways to be immune to it's own trickery, instead.
Speaaaaking of graveyard-related strategies, XYZ Shift looks fun for them, since it's essentially a way to quickly and easily send two XYZ monsters to the graveyard. |
09-23-2013, 07:08 PM | #2499 |
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Actually, Roots isn't bad in decks that use cards like Gravity Bind or Level Limit, or in decks that can easily summon large XYZs like Hieratics or Drulers.
Or MPBs. |
09-23-2013, 08:22 PM | #2500 |
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I misread it as "XYZ Shit". Which pretty much describes the metagame at present
[/ba-dum-tish]
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